It rarely happens with me where I'm ecstatic at something that I create, but when I just tried rendering a background I modeled some time ago, I was surprised at how well it turned out to me. Dear Renderman, how do I love thee? I can't count the ways...
Modeled in Maya with subdivision surfaces, rendered with 3Delight.
Friday, 8 June 2012
Animation Studio Background
Labels:
3D,
3Delight,
backgrounds,
CG,
hard surface,
layout,
lighting,
Maya,
modeling,
props,
subdivision
Wednesday, 30 May 2012
Nanomite - Maya Model
*UPDATE*
Here's a shaded version of the Nanomite, rendered in 3Delight. I think I'm happy enough with it.
*UPDATE*
I finished the modeling and I rendered a 'clay' version. Now to add the shaders...
I was inspired by a design I came across in one of the GI Joe comics I had. I decided to model the Nanomite, and so far I'm liking how it's coming out. I have not seen the movie, so I don't know how the comic book design compares to the movie. The front part is done, now starting the back part, and there's a lot more than I imagined at first to do for the back. Enjoy it, while I get back to finishing it...
Rendered with Mental Ray.
Modeled in Maya with subdivision surfaces.
Here's a shaded version of the Nanomite, rendered in 3Delight. I think I'm happy enough with it.
*UPDATE*
I finished the modeling and I rendered a 'clay' version. Now to add the shaders...
I was inspired by a design I came across in one of the GI Joe comics I had. I decided to model the Nanomite, and so far I'm liking how it's coming out. I have not seen the movie, so I don't know how the comic book design compares to the movie. The front part is done, now starting the back part, and there's a lot more than I imagined at first to do for the back. Enjoy it, while I get back to finishing it...
Rendered with Mental Ray.
Modeled in Maya with subdivision surfaces.
Saturday, 12 May 2012
Mudbox - Faun
*UPDATE*
I didn't find the time to sculpt over the weekend, so I just decided to try painting my Faun sculpt in Mudbox. I discovered that the sculptural quality of my work was too much like a figurine or a statue to try going for realistic painting, but I sort of liked how it looks as a 'toy' after I painted it.
I just had so much fun sculpting this Faun dude that I completely lost track of how much time it took to do. My computer was starting to get out of breath as I kept adding more subdivisions, so I'll show what I have. And wow...this is my 100th post!
Sculpted in Mudbox.
I didn't find the time to sculpt over the weekend, so I just decided to try painting my Faun sculpt in Mudbox. I discovered that the sculptural quality of my work was too much like a figurine or a statue to try going for realistic painting, but I sort of liked how it looks as a 'toy' after I painted it.
I just had so much fun sculpting this Faun dude that I completely lost track of how much time it took to do. My computer was starting to get out of breath as I kept adding more subdivisions, so I'll show what I have. And wow...this is my 100th post!
Sculpted in Mudbox.
Tuesday, 8 May 2012
Mudbox - My First Human Body
Saturday, 5 May 2012
Mudbox Sculpt - Doppler
Keeping with my weekend regiment of sketching in Mudbox, here's a bust I created of Doctor Doppler from Disney's "Tresure Planet". I guess my love of that film is pretty obvious. This is probably one of my less successful attempts, but I'm still reasonably happy with it. 1.5 hr sculpt.
Sculpted in Mudbox.
Sculpted in Mudbox.
Sunday, 29 April 2012
Chris Sanders Sci-Fi - WIP
I took the Chris Sanders' design model I made and added a jet pack suit, as featured in one of the other designs in the book. Her clothes haven't been 'wrinkled' yet, and she needs boots, and I still have to fix her face a bit, but it's getting there...
Modeled in Maya with subdivision surfaces, rendered with Mental Ray.
Modeled in Maya with subdivision surfaces, rendered with Mental Ray.
Labels:
3D,
character,
Chris Sanders,
Maya,
Mental Ray,
modeling,
subdivision
Saturday, 21 April 2012
Mudbox Clayton and Robert Zoellick Busts
Boring Saturday afternoon, decided to try sharpening my Mudbox skills a bit more. I decided to try sculpting Clayton from Disney's version of Tarzan, and current World Bank President Robert Zoellick. I just happened to like Mr. Zoellick's distinctive face shape, as to why I chose to sculpt him; I don't really care for politics. Each took 2 hours, or thereabouts. Enjoy!
Sculpted in Mudbox, rendered with 3Delight.

Sculpted in Mudbox, rendered with 3Delight.

Sculpted in Mudbox, rendered with 3Delight.
Monday, 16 April 2012
Chris Sanders Pinup - WIP
*Update*
Added a 'clay' version of the same model. I actually like the clay version better for now, and hopefully that will change.
Every animator I know is a Chris Sanders fan, and I'm not an exception. I got wrapped up in other stuff, so a few other WIP's I should finish too, but I thought I'd post this, since it's getting near completion. Enjoy, and stay tuned for a 'finished' version coming very soon. As soon as I can figure out how to change the shadow bias settings in 3Delight, that is...

Base modeled in Maya, refined in Mudbox, rendered with 3Delight.

Rendered with Mental Ray.
Added a 'clay' version of the same model. I actually like the clay version better for now, and hopefully that will change.
Every animator I know is a Chris Sanders fan, and I'm not an exception. I got wrapped up in other stuff, so a few other WIP's I should finish too, but I thought I'd post this, since it's getting near completion. Enjoy, and stay tuned for a 'finished' version coming very soon. As soon as I can figure out how to change the shadow bias settings in 3Delight, that is...

Base modeled in Maya, refined in Mudbox, rendered with 3Delight.

Rendered with Mental Ray.
Labels:
3D,
character,
Chris Sanders,
Maya,
modeling,
Mudbox,
subdivision
Sunday, 26 February 2012
Whitney Houston - WIP
I really wanted to develop my skills in Mudbox. After hearing about the tragic, untimely death of Whitney Houston, I decided to make a digital bust of her. So far I think I'm happy with it, except for the hair. Gotta figure out how to do that properly, and maybe I'll add flowers, to make it into a 'tribute'. Meanwhile, here's the progress. Enjoy! And may Ms. Houston rest in peace.

Modeled in Mudbox.

Modeled in Mudbox.
Labels:
3D,
bust,
face,
head,
Mudbox,
portrait,
subdivision,
Whitney Houston
Thursday, 16 February 2012
Plate Armor in Maya - Kushana
I'm still figuring out how to render the fur properly with Renderman, but here is what I consider to be a presentable render of the Kushana Blademaster model from "Monster Hunter" that I've been working on. Hopefully the fur will arrive soon, but otherwise, enjoy!

Subdivision surfaces in Maya. Rendered with Renderman (3Delight).
Original concept by Edayan; Original idea property of Udon Studios. Used without permission.

Subdivision surfaces in Maya. Rendered with Renderman (3Delight).
Original concept by Edayan; Original idea property of Udon Studios. Used without permission.
Labels:
3D,
armor,
character,
Kushana,
Maya,
monster hunter,
props,
subdivision
Tuesday, 31 January 2012
Plate Armor in Maya - WIP
*UPDATE*
Did a test render in Renderman, and I'm pretty happy with it. Actually, I'm very happy with it. Gotta add the fur, fix the ferrule at the top, add the other hand, and I think this will be all done...

*UPDATE*
Tweaked the details. Now to add shaders, maps and fur. Should be fun...

* UPDATE*
Added the head. Just a couple more details and I believe this is done. Although I do think the head looks a bit creepy right now...

I just picked up a copy of the "Monster Hunters Illustrations" book from a local bookstore, and the material in it is unbelievable. I have never played the game, so I am unfamiliar with the lore, but I saw a rendering of a Kushana and I thought I'd try modeling it. What an exercise it was. I'm still working on it, but it's close to completion. Here's the progress so far, and more to come very soon...

Subdivision Surfaces in Maya.
Did a test render in Renderman, and I'm pretty happy with it. Actually, I'm very happy with it. Gotta add the fur, fix the ferrule at the top, add the other hand, and I think this will be all done...

*UPDATE*
Tweaked the details. Now to add shaders, maps and fur. Should be fun...

* UPDATE*
Added the head. Just a couple more details and I believe this is done. Although I do think the head looks a bit creepy right now...

I just picked up a copy of the "Monster Hunters Illustrations" book from a local bookstore, and the material in it is unbelievable. I have never played the game, so I am unfamiliar with the lore, but I saw a rendering of a Kushana and I thought I'd try modeling it. What an exercise it was. I'm still working on it, but it's close to completion. Here's the progress so far, and more to come very soon...

Subdivision Surfaces in Maya.
Labels:
3D,
armor,
Maya,
modeling,
monster hunter,
props,
subdivision
Friday, 16 December 2011
Plate Armor in Max
My attempt at modeling plate armor based out of the "Basic Plate" concept from "The Art of World of Warcraft" using 3ds Max. Here's a rough draft with the main details in place. In case you're wondering, it's a woman under all of that plate. More details coming, and a number of things I'd really like to improve on it. More on the way...

Modeled in 3ds Max using Subdivision Surfaces. (NURMS)

Modeled in 3ds Max using Subdivision Surfaces. (NURMS)
Tuesday, 8 November 2011
Sword
*Update*
I added some materials to the sword. Overall I think I'm pretty happy with it now.
I tried modeling in 3DS Max and came up with this sword. I actually used one of the designs from "The Art of World of Warcraft". Supposedly this is a level 4 sword, according to the book. For a first serious attempt with this program, I'm pretty satisfied. Maybe I'll do something more with it, although I am still sticking with Maya in the end.


3DS Max; Subdivision Surfaces; Rendered with Mental Ray.
I added some materials to the sword. Overall I think I'm pretty happy with it now.
I tried modeling in 3DS Max and came up with this sword. I actually used one of the designs from "The Art of World of Warcraft". Supposedly this is a level 4 sword, according to the book. For a first serious attempt with this program, I'm pretty satisfied. Maybe I'll do something more with it, although I am still sticking with Maya in the end.


3DS Max; Subdivision Surfaces; Rendered with Mental Ray.
Tuesday, 25 October 2011
Mudbox Elf
*Update*
I rendered this in Renderman (3Delight) and I was very impressed with the quality of this renderer! I posted it below to compare the two.

Rendered with Renderman (3Delight)
I just picked up Mudbox and started learning it for the first time. This is what I came up with after an hour. Everybody has a subject they obsess over when drawing or sculpting. For some it's cars, for others it's horses. For me, it's elves. I'm already loving this program! Let's see if I can make something really nice with it some time soon...

Modeled in Mudbox, rendered in Maya with Mental Ray. Subdivision surfaces.
I rendered this in Renderman (3Delight) and I was very impressed with the quality of this renderer! I posted it below to compare the two.

Rendered with Renderman (3Delight)
I just picked up Mudbox and started learning it for the first time. This is what I came up with after an hour. Everybody has a subject they obsess over when drawing or sculpting. For some it's cars, for others it's horses. For me, it's elves. I'm already loving this program! Let's see if I can make something really nice with it some time soon...

Modeled in Mudbox, rendered in Maya with Mental Ray. Subdivision surfaces.
Tuesday, 11 October 2011
Long John Silver
*Update*
Who am I kidding? The clothing looks like $&*#. I'll definitely have to tweak it up some more, as soon as I get all these updates to my comp working properly. :D
*Update*
For those of you interested, I posted a turntable video of the model below. :)
I'll just call it done for now. There's more I should be adding to my portfolio, and of course the more you look at your work, the more you'll want to keep adding to it. So here he is - Long John Silver from "Treasure Planet", done in subdivision surfaces in Maya. Overall I like it. I'll probably tweak it when my mind bounces back to it, but I'll just show these rendered images for now. Enjoy!

Perspective View

Head Gear shot

Hand Gear Shot
Turntable Animation
All modeling done in Maya using Subdivision Surfaces. Original design property of Walt Disney Studios. Used without permission.
Who am I kidding? The clothing looks like $&*#. I'll definitely have to tweak it up some more, as soon as I get all these updates to my comp working properly. :D
*Update*
For those of you interested, I posted a turntable video of the model below. :)
I'll just call it done for now. There's more I should be adding to my portfolio, and of course the more you look at your work, the more you'll want to keep adding to it. So here he is - Long John Silver from "Treasure Planet", done in subdivision surfaces in Maya. Overall I like it. I'll probably tweak it when my mind bounces back to it, but I'll just show these rendered images for now. Enjoy!

Perspective View

Head Gear shot

Hand Gear Shot
Turntable Animation
All modeling done in Maya using Subdivision Surfaces. Original design property of Walt Disney Studios. Used without permission.
Labels:
3D,
character,
long john silver,
Maya,
modeling,
subdivision,
Treasure Planet
Saturday, 8 October 2011
Long John Silver - Nearly Done...
*Update*
Did a test render, so far I'm liking it...

*Update*
Going to see a movie tonight, and I had to help take care of some sick relatives, so didn't get to do much on the modeling today. Blah. Thought I'd post this just to show I'm *almost* done...

Still needs nips and tucks on his clothing, his coat and his left arm really needs some fixing. Almost there, though. I'm getting excited...

Perspective View
Did a test render, so far I'm liking it...

*Update*
Going to see a movie tonight, and I had to help take care of some sick relatives, so didn't get to do much on the modeling today. Blah. Thought I'd post this just to show I'm *almost* done...

Still needs nips and tucks on his clothing, his coat and his left arm really needs some fixing. Almost there, though. I'm getting excited...

Perspective View
Labels:
3D,
character,
long john silver,
Maya,
modeling,
subdivision,
Treasure Planet
Tuesday, 4 October 2011
Sunday, 2 October 2011
Long John Silver - The Hand Part 3
Just wrapping it up. A couple more things to add and tweak and I'm done with this hunk of hardware...

Perspective view.

Perspective view.
Labels:
3D,
character,
long john silver,
Maya,
modeling,
subdivision,
Treasure Planet
Friday, 30 September 2011
Long John Silver - The Hand Part 2
*Update*
I realized I was doing the wrong hand, (supposed to be his right hand, not his left) so I reversed it, and now I'm adding the 'shell'.

Perspective view
Slow, (very slow) but steady progress. A few things to fix, a lot more things to make. Progress is progress, I suppose...

Perspective view
I realized I was doing the wrong hand, (supposed to be his right hand, not his left) so I reversed it, and now I'm adding the 'shell'.

Perspective view
Slow, (very slow) but steady progress. A few things to fix, a lot more things to make. Progress is progress, I suppose...

Perspective view
Labels:
3D,
character,
hands,
long john silver,
Maya,
modeling,
subdivision,
Treasure Planet
Wednesday, 28 September 2011
Long John Silver - The Hand Part 1
So I'm starting on the hand now. This will really be fun. So many small parts involved here, but at least for me, I like modeling small parts. More on the way. Much, much more...

Perspective View
Also here's a portrait shot I took of the progress on his body/clothing.

Perspective view

Perspective View
Also here's a portrait shot I took of the progress on his body/clothing.

Perspective view
Labels:
3D,
character,
long john silver,
Maya,
modeling,
subdivision,
Treasure Planet
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